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ANARKTICA
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Alchemy is real, and more powerful than could have been ever
imagined. Ever since Isaac Newton discovered in 1693 thatmetals contained life, it was simply a matter of time before he
found a means to command that life and the metal itself.
During the European wars of the 18th century, Newton and his
students protected the shores of the newly united countries of
Great Britain. Though crude by todays standards, the powersof Newtons ferromancers were enough to repel enemy fleets,
persuading joints to rust, cannon to burst and shot to melt.
Exhausted and humiliated, the old kingdoms of Europe
collapsed into revolution. In the turmoil, knowledge of the new
alchemy flooded across the continent. There was a brief lull ofenlightenment as each nation drew breath before the new
Peoples governments, hungry for power and importance,
delved unrestrained into the darkest practices of demonology.
Led by men who had seized power in the name of peace,
Europe fell into the deadliest conflict of its history.
But Newton, his life now extended by his discovery of the elixir
of youth, had not rested on his laurels. In strictest secrecy, he
and the Fellows of Oxford had gradually revealed that the life
within metal existed also within stone, then water, and finally
in the air itself. When the demon Napoleon arose from the
anguish of the victims of the revolutionary wars, Newtonsnewly trained phalanx of Alchemages stood ready to defeat him
and lead their island nation to their Imperial destiny.
BRIEF HISTORY OFALCHEMYA
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FA T E O F H E R O E S ANARKTICA
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UICK START GUIDE
Read out the back cover, inside front cover and ScenarioOverview. (pg. 2)
Each player picks a character (see separate Game Materials) andreads out the front of their character sheet.
The Adversary player reads alone the Playing as the Adversarysection. (pg. 23)
Players suggest a Terrible Secret (pg. 5) for others and pick one forthemselves.
Play AdviceEach scene has a spotlight character responsible for starting and
ending the scene. (pg.13)
The other players narrate their own character, add description, playsecondary characters, own their elements, add location events
(inside back cover) and use the ritual phrasesMore details, Stay with
it, Do it differently, Id like to throw something in, That might not be quite so
easy, I need to clarify something. (pg. 16)
That might not be quite so easyand resolution cards (pg. 18) are onlyused in relation to action by a Hero, never on an action of a
secondary character or the Adversary.
Players progress their characters (pg. 21) when prompted on theircharacter sheet.
Intended for story gamers alreadyexperienced with Archipelago orLove in the Time of Sei
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Playing the Game
The Champion leads the first Opening Scene where they arerecruited by the Agent. (pg. 7)
The Savage leads the second Opening Scene with the Agent.The Mage leads the third Opening Scene with the Agent.The Agent sets up and leads the progress of the expedition and its
encounter with the Tsarists on the coast of Anarktica.
The Adversary resolves the encounter and narrates the destructionof the two expeditions.
Starting with the player to the left of the Adversary, the playerdescribes how their Hero escaped from the doomed expeditionand where he or she came ashore. (pg. 8)
At the start of each subsequent scene, the Hero chooses to have aJourney or Rest scene (pg. 9), chooses a location and starts
narrating the scene.
Final Confrontation
When the players wish to move to the final confrontation (pg. 12),the Adversary player takes the spotlight and it remains with them
until the story is resolved.
Epilogues
Each player can provide an epilogue (pg. 12) for their characterand additional a story element they owned.
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RC 16th June 2012
Anarktica: Fate of HeroesA Steampunk story game by Epistolary Richard
Setting developed from Fate of Heroescreated byEpistolary Richard, Nick Reynolds, Fiona TW & a gamer
Rules based onArchipelago 2nd editionby Matthijs HolterCopyright 2012 Owners stated above. Permission granted to reproduce anddistribute without alteration or transformation, and this page (including allnotices) must be included in such use. All other rights reserved. If youd like to
do interesting things with this game, then contact us!
With thanks to:Matthijs Holter & Jason Morningstar for allowing use of
Archipelago and Love in the Time of Sei.Pete for initial playtestingLondon Indie RPG Meetup for bringing the creators together
Image credits:Cover, from map Polus Antarcticusby Jan Janssonius (1657)Compass image, A Mariners Compass by John David (1607)Quick start ship image, the Kaga, Kure Maritime MuseumResolution card reverse, Wilkins Sound, NASAAdversary sheet reverse,McMurdo Dry Valleys, NASA
This game is not endorsed by NASA. These images are believed to be in the
public domain, no copyright infringement is intended.
Anarktica: Fate of Heroes is a free story game and is distributed without payment to theauthors or contributors. If you play and enjoy this game, please consider donating whatyou feel it is worth to the Mines Advisory Group atwww.justgiving.com/anarktica(UK)or www.firstgiving.com/fundraiser/anarktica/anarktica (US)
The Mines Advisory Group is a neutral, impartial humanitarian organisation dedicated toclearing the remnants of conflict and enabling the recovery of affected people.
http://www.justgiving.com/anarkticahttp://www.justgiving.com/anarkticahttp://www.justgiving.com/anarkticahttp://www.firstgiving.com/fundraiser/anarktica/anarkticahttp://www.firstgiving.com/fundraiser/anarktica/anarkticahttp://www.justgiving.com/anarktica7/27/2019 Anarktica A5 Game Book
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Contents
A Brief History of Alchemy inside front cover If you are versed in the ways of story games 1 If youve never played a story game before 1 Scenario Overview 2Warming up If this is the first time you play 3 Introduce the setting 4Setting up Choose a character 5 Suggest & Pick a Terrible Secret 5Playing the Game Opening Scenes 7 Anarktica 8 Final Confrontation 12 Epilogues 12
Play Advice What do you do when youre in the spotlight? 13 What do you do when youre not in the spotlight? 14 Using Ritual Phrases 16 Drawing Resolution Cards 18 Owning Story Elements 19 Progressing your Character 21
Playing as the Adversary Starting Out 23 Developing the Adversary 24 Designing the Final Confrontation 26 The Adversary 29Game SummaryExample Locations & Events inside back cover
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1
If you are versed in the ways of story gamesAnarktica is a low prep, quick playing scenario based on the
Archipelago 2nd
editionrule-set by Matthijs Holter and inspired by itsgaming offspring Love in the Time of Sei by Matthijs Holter and
Jason Morningstar. It requires five players, no GM and should take
three to five hours.
If youve never played a story game beforeYou probably played a game when you were a child called One-Word story. You and some others would sit in a circle and one of
you would start off with the first word of a sentence. The next
child around the circle would add the second word and the one
after the third. By every child adding a word, the group would
soon complete the sentence, and then another sentence, and then
a paragraph. If you played for long enough, eventually you wouldcomplete an entire story all together as a group. Thats one of the
most basic story games.
This is like that. However, instead of adding a single word, each
player narrates what happens in an entire scene. Other players can
help by posing questions, adding new ideas, or providing the voice
of the characters who appear as the story develops. In Anarktica,the primary means by which other players help is through using
what we call ritual phrases. Theres a section on these later on.
Also, there are some special characters called the Heroes and the
Adversary who are owned and voiced by a single player. They
are the central characters of the story ofAnarktica.
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2
Scenario OverviewAnarktica tells the story of a group of four heroes, their journey
across the land of Anarktica, and their encounters with itsinhabitants, creatures, monsters and mysteries. Outwardly brave
and resolute, each hero is saddled with a terrible secret that tears at
their soul and taints their trust in their companions until finally
they encounter the Adversary and their true nature is revealed.
The SettingThe setting is the coast and continent of Anarktica, a steampunkversion of Antarctica. The Heroes are inhabitants of a developed
world, ruled by civilized empires, but they face the last, untameable
wilderness left on the planet. All the grandeur and dangers of the
real world Antarctica experienced by the great explorers of the
heroic age such as Amundsen, Shackleton and Scott are present,
along with whatever fantastical creations the players wish to add.
Play functionThe game plays out in a series of scenes, collaboratively narrated
by the players. Each scene has a spotlight player whose character
is central to that scene. The spotlight player establishes the scene
and narrates the actions and thoughts of their character. All the
players (including the spotlight player) narrate the other parts of
the fiction, including other characters (and especially their owncharacter).
Each player also has ownership of certain elements of the fiction
as dictated by the character theyre playing.
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WA R M I N G U P
While there is no GM, the game greatly benefits from having one
player more familiar with the game or with story gaming in general
who can introduce the game at the beginning. In the event of a tie,
the privilege falls to whoever brought the game along.
Depending on the experience of the group, the introducer may
have other players read aloud the preceding pages If youve neverplayed a story game before and the Scenario overview.
If this is the first time you playThe introducing player should run a short exercise to teach the
ritual phrases and ensure the players are comfortable with thematerial in the Play Advice chapter, particularly with their roles
when their characters are in and out of the spotlight.
Explain each ritual phrase and answer questions. Then decide on a familiar setting.
Learning the rules by trying them out before the game means you can take lots
of chances. Use this opportunity to push the boundaries of what you think the
group will accept! Make them guide you!
Your setting can be something from a movie or TV show you all know; as
long as everyone has a feel for the genre and characters it will be fine. It is
disposable!
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Take turns narrating stories or events in this setting. While someone narrates,
the others should listen actively for an opportunity to use one of the phrases.
Ask for more detail! Throw something in! Tell them it wont be that easy!
Whenever someone has had two or three phrases directed at them, and
acted/reacted accordingly, the turn passes to the next player. By the end of the
exercise, youve all both given and received instruction.
Make sure everyone understands how they can contribute, even when their
characters are not the focus of the story. This exercise may feel silly or
redundant, but being comfortable with the phrases is the key to a good game.1
Once youve completed this exercise and everyone is comfortable
with the phrases, run through and answer questions on what else
players can do when their character isnt in the spotlight:
Introduce and play secondary characters Introduce and describe location events Introduce or veto items of their owned story elements
Introduce the settingThe introducing player should read out the background on the
back cover and then ask another player to read aloud the page
entitled A brief history of Alchemy on the inside front cover.
Finally, the introducer should briefly outline the five available
characters. These pieces together provide all the background a
group needs to know to start getting into the game.
1This section is taken from Love in the Time of Sei and is used with permission.
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S E T T I N G U P
Choose a characterBefore beginning the game, each player chooses one of the
characters (see character sheets in the separate Game Materials).
Anarktica includes five characters: the four Heroes and the
Adversary. The four Heroes all play in a similar manner, while the
Adversary has some special rules as detailed in the Playing as the
Adversary section below.
Each player reads out the front of their character sheet to the
group (including their element ownership) and each Hero player
gives their character a name on the back of the sheet.
The reverse of each Hero character sheet is entitled Expedition
Log. Players use this to progress the Heroes through theiradventure and keep a note of whats been established in relation to
their owned story elements. Theres more detail on these in
Progessing your character and Story element ownership in the
Play Advice chapter below.
Suggest & Pick a Terrible SecretIn addition, each character has a Terrible Secret particular to that
session. Each player suggests a Terrible Secret for all other
characters (not their own). The controlling player then decides
which Terrible Secret to have for this session.
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Doing this in secret is recommended, so that players write their
suggested Terrible Secrets for the other characters on paper and
hand it to the controlling player. Alternatively, if the group prefers,
suggestions can be made openly. A characters Terrible Secret
should never come from the player controlling that character.
The Adversary knows all, so if Terrible Secrets are chosen in secret
each Hero should show the Terrible Secret theyve chosen to the
Adversary player.
Effective Terrible Secrets will inject conflict between the Heroes,destroy a relationship or introduce great danger. Examples include:
For the Savage: You are the Champions illegitimate child,fathered during his brutal conquest of your country.
For the Mage: You inherited your talent as an Alchemagefrom an ancestor who was a follower of the Adversary.
For the Agent: You have secret orders to forge an alliancebetween the Empire and the Adversary by offering one of
your fellow Heroes as a blood sacrifice.
Poor Terrible Secrets are ones that are trivial, unrelated to the
current story or counter to the tone of the game desired by the
group. An example poor Terrible Secret for the Adversary would
be that it was a pink, fluffy kitten.
It is the responsibility of each player to bring their Terrible Secret
into the story. Anarktica is an unnatural land and it would not be
impossible for a Hero to encounter people they last saw long ago,
see visions of the past in the face of a glacier, or have their words,
thoughts or fears manifest into physical beings before them.
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P L A Y I N G T H E G A M E
Opening ScenesThe first three scenes are short introductions to each of the
Heroes, starting with the Champion, set before the expedition to
Anarktica departs.
The Champions player begins the scene describing a characterful
activity for their Hero, which is then interrupted by the Agent whois there to recruit the Champion for the Anarktica expedition. The
Champion and the Agent should play out the encounter, with the
Agents player using the opportunity to help define the nature of
the threat that the Empire believes exists on Anarktica.
Once the Agent has successfully recruited the Champion for the
Anarktica expedition, the Champion player closes the scene.
This same format is followed to have two more similar
introductory scenes with first the Savage and then the Mage being
recruited by the Agent.
All the Heroes should end their scene recruited to join the
expedition. If, for whatever reason, a Heros player refuses to havetheir character recruited, that player must then explain in the
expedition scene how their character was subsequently persuaded
or compelled to go.
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The ExpeditionThe Agents player begins the fourth and final Opening Scene.
They describe the expedition setting out and approaching the coast
of Anarktica. The other Heroes may add brief interludes if they
wish to allow their characters to interact.
The Agent player then describes how the Imperial expedition
encounters a rival Tsarist expedition of similar size. The Adversary
player then resolves the scene by describing how the two
expeditions are destroyed. The Hero players can interject as
needed to describe their attempts to resist and ultimately escape
from their doomed craft. This concludes the Opening.
AnarkticaThe spotlight then moves to the player on the Adversarys left,
who takes the next scene, and continues on to that players left or
however the group wishes to move the spotlight. Just as in the
Opening Scenes, the Adversary is never the spotlight player in this
section of the story.
In their initial scene on Anarktica, the spotlight player should
describe how their Hero found their way to land and where they
have come ashore. It is recommended that the Heroes begin this
section of the story separated from each other so that non-
spotlight players can focus on describing the surroundings and the
elements they own.
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At the start of each of their subsequent scenes on Anarktica, the
spotlight player chooses whether to have a Journey scene or a
Rest scene.
Journey scenesChoosing a Journey scene denotes the Hero exploring the realm of
Anarktica. They must choose a specific location, set the scene,
describe their progress through the location and any obstacles in
their path and be ready for other players to add Location Events,
threats or other aspects of the continent.
In short, choosing a Journey scene shows willingness for a scene
of action, adventure and peril.
Rest scenesChoosing a Rest scene denotes the Hero taking time to recover
from their previous exertions. Theymaychoose a new location, but
do not progress past it, or alternatively remain where they were atthe end of the last Journey scene.
Choosing a Rest scene denotes an interest in having social
interaction between the characters and having the drama come
from within the party. Rest scenes allow the Heroes to pursue their
personal agendas with each other. The spotlight player sets the
scene and then describes what their character is doing. This maybe something as benign as engaging another character in
conversation or be something more sinister. External threats can
still arise, but these should be subtle or sophisticated or merely a
harbinger of things to come, rather than pose a serious physical
threat to the Heroes.
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LocationsA list of Locations with corresponding Location Events is
included on the inside back cover. These are examples only and
players should create new events and locations as they go.
Reuniting the partyIf the Heroes begin this section separated, it is likely that at some
point the player will tire of their personal journey and wish their
character to rejoin the others so as to further their personal
agenda. Unless a Hero is captured or otherwise has their
movement restricted, their player can narrate them reuniting with
another character at any time irrespective of who is in thespotlight. Its recommended to have them appear at the most
dramatic, exciting or inconvenient moment possible.
Once Heroes are reunited, each player continues to have their own
spotlight scenes as before. The other Heroes are assumed to
journey or rest alongside them unless it is narrated otherwise.
Note that, while the game uses the terminology of Journey and Rest, there is no
requirement to Rest after a Journey scene, nor is there a set number of Journey
scenes to have before progressing to the Final Confrontation. Characters are
assumed to rest automatically when they are tired, it is simply the case when it isnot done as part of a Rest scene that nothing noteworthy occurs. There are no
specific benefits to choosing a Journey or Rest scene; they simply help each player
control the games pacing. Note also that it is high-summer in Anarktica and so,
just as in the real-world Antarctica, the sun never goes down and so none of the
Heroes could ever be considered truly rested!
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MappingYour group may wish to chart their explorations of Anarktica
using a map. Start with a blank piece of paper and have the
Agents player draw a jagged line from one long side to the other
(i.e. parallel to a short edge) to represent the coastline. In their first
spotlight scene on Anarktica, each Hero player marks the point on
the coast where they came ashore and names a nearby landmark.
In each subsequent scene, any player (including the Adversary) can
add features the Heroes encounter or see and make any notes of
events that have occurred so that the map becomes a record of thestory as a whole.
An example starting map
The Agent begins by drawing the coastline
All the Heroes mark where
they came ashore and name
a nearby landmark
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The spotlight shifts between the Hero players either in strict
rotation or as the group wishes until the story develops to the
point where it feels natural to draw it to its climax. At this point,
the story progresses to the Final Confrontation.
Final ConfrontationIn the Final Confrontation, the spotlight moves to the Adversary
player and stays with them for the remainder of the game until the
Epilogues. They are now responsible for setting the location,
establishing the scene and responding to the Heroes actions.
While the Hero players retain their element ownership, they
should look to create in coordination with the challenge that the
Adversary player has designed for them to face.
EpiloguesOnce the Final Confrontation has been completed, each of the
players (including the Adversary player) narrates an epilogue for
their character and, if they so choose, an element they owned.
Epilogues should be brief and shouldnt contain any challenges,
but should rather focus on the consequences of the journey on thecharacter in their future life, or the impact that their actions on
Anarktica had on subsequent developments in the world.
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P L A Y A D V I C E
What do you do when youre in the spotlight?Being the spotlight player is a little like being a band leader during
a jam session. You get things going, you say when to stop, you
take the lead, but youre not providing all the music.
Specifically, as the spotlight player, you should:
Choose whether to make it a Journey or Rest scene. Describe your characters location and add it to the map.
If youre struggling for an idea then use the example
locations at the back of this book for inspiration or ask for
suggestions from the group.
In a Journey scene, begin by describing the partys progressthrough the location and an obstacle in their path.
In a Rest scene, begin by describing where you are in thelocation, what you are doing and who youre with.
Portray your character by describing their actions, theirthoughts and by voicing what they say.
Continue to develop aspects of the story that have beenintroduced in a previous scene.
Be open and encourage other players to contribute. When you feel ready, draw the scene to a close, update the
map if needed, and pass the spotlight to the next player.
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What do you do when youre not in the spotlight?When your characters not in the spotlight in the scene, your role
is even more important! Your job is to support the narrative beingbuilt by the spotlight player, help develop the growing storylines
and to keep things interesting. Your tools are:
Playing your own character Adding description Adding or playing secondary characters Adding location events in a Journey scene Using ritual phrases Owning story elements
Playing your own characterEven when its another players spotlight scene, you shouldcontinue to play your character if they are present. However, when
youre playing your character out of the spotlight your goal is to
support the narrative the spotlight playing is building rather than
trying to shift the focus onto your character. If theyre spoiling for
a fight, go for it! But it theyre having some quiet introspection,
dont have your character go wild just to liven things up.
Adding descriptionYou can always add some description of the surroundings or an
item or person mentioned. Nothing more than a sentence or two.
Your goal is to enrich the groups mental image with a choice
observation rather than drown them in detail.
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Adding or playing secondary charactersYou can introduce and play a suitable secondary or background
characters (extras) at any time. Again, remember, your goal is to
support the scene and the shared storyline. Reusing a particular
secondary character over one or two scenes can provide a rich
environment. Having them muscle in on every scene pulls focus
from our actual heroes and cheapens their storylines.
Even though one player will typically create and then play a
secondary character, they arent owned by anyone. Any player can
take them over at any point.
Adding location events in a Journey sceneThe Heroes are on a quest exploring a hostile land and will
encounters dangers of both known and unnatural origin. Choosing
a Journey scene, the spotlight player has shown willingness for a
scene of action, adventure and peril so give it to them! Example
locations and events are given in the inside back cover, but you
can and should create your own.
Caution, though! Location events should be a significant source of
action and additional investment in the scene. Introducing more
than one or two will either stretch the scene beyond the groups
interest or result in them being briefly mentioned and then
unworthily discarded.
Using ritual phrases & Story element ownershipThe above tools are all ways to allow a player to add something
more to the ongoing storyline. These two (covered in the next two
sections) provide formal means for players to communicate with
each other about their contributions to aid the quality of the story.
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Using Ritual PhrasesIn any story game, players need to have the ability to not only
make creative contributions, but also to query those made byothers. This can be easy amongst friends, but awkward and
imposing amongst players who dont know each other well.
The ritual phrases exist to provide a formal, understood and
consistent means of communicating such creative queries between
the players. They are a shared language which the players can use
to help each other and improve the quality of the overall story.
There are six phrases2
More details!
, and anyone can use any of them at any
time. These phrases are an important tool to use during the game.
They should be used as instruction to make sure the story flows,
that dramatic tension increases appropriately, that everyone can
vividly imagine the fiction. A phrase should be received
accordingly; nobody is perfect, neither player nor instructor, and
acting on instruction is an act of courtesy and faith. If someone
throws you a phrase you dont agree with immediately, try it out
anyway - if things dont work out, the group will tell you!
...tells the player to provide more description of a person, object,
location or similar. This is what makes settings and characters
more real: little things like dirt under someones fingernails, frozen
reeds by a river, the silver armband thats tarnished and scratched.
2This section is taken from Love in the Time of Sei and is used with permission.
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Stay with it!...tells the player to make sure a situation or scene doesnt end
prematurely. If someone tries to cut a tense scene and jump to thenext one, for example - call stay with it! Embrace tension. Dont
wimp out!
Do it differently!...tells the player that something feels like its jarring. Are things
suddenly going Monty Python? Or is the scene going nowhere?
Rewind and try again. Youre doing everyone a favour by beingquality control, making sure that uninspiring stuff doesnt enter the
fiction youre sharing. And youre giving the other player a chance
to really shine, instead of having to stick to the half-baked thing
they just produced. Do it differently can, of course, be phrased
in whatever way your group is comfortable with - it isnt meant to
be critical or confrontational, but rather to enforce the consensus
on the games tone.
Id like to throw something in!...tells the player that you want to narrate a short interlude or
follow-up sequence. Make sure you dont steal the scene - this is
just for a sentence or two.
That might not be quite so easy!...tells the player you want someone to draw a resolution card.
Find out what the character is trying to do, then ask the spotlight
player to select someone else to draw a card and interpret it. That
might not be quite so easy is a flag that you want uncertainty
introduced. You will probably use it a lot!
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I need to clarify something!...tells the player or group theres something youve forgotten or
something you need help understanding.
Drawing Resolution CardsA resolution card is drawn whenever a player uses the phrase That
might not be quite so easy!as outlined above. The resolution cards are
the same as those used in Archipelago and Love in the Time of Sei.The one amendment made for Anarktica is that resolution cards
are only ever drawn in relation to an action taken by a Hero.
In the event of a challenge or a conflict between a Hero and a
non-Hero opponent, the resolution card is drawn in relation to
what the Hero does rather that what his enemy does.
For example, should a Hero be faced with a monstrous kraken that
seizes them in its tentacles and tries to swallow them. Rather than
drawing a resolution card to see if the kraken succeeds in eating
them, the Hero should narrate how they attempt to escape the
krakens clutches. If a player then uses That might not be quite so easy!
then another player draws a resolution card to determine if the
Hero succeeds in their attempt to escape.
This may feel artificial at times; however the resolution cards are
skewed towards success rather than failure. Restricting their use to
Hero players helps avoid the Heroes being easily slaughtered in the
multiple deadly encounters they face. The story should be one of
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breath-taking feats and narrow escapes rather than a meat-grinder
where the odds ensure the Heroes are doomed to failure.
Where two Heroes are in conflict with each other, then That mightnot be quite so easy! can be used in relation to an action taken by
either player.
There are eight different resolution cards that can be drawn
(copies can be found in the separate Game Materials). Cut them
out and either paste them on stiff card to allow them to be
shuffled or alternatively fold them up and place them in anenvelope so they can be drawn like raffle tickets. Place the
resolution card back in the mix after its been drawn so it can be
drawn again.
Owning Story ElementsEvery player owns certain elements of the fiction as defined by
their character choice. As an element owner, look for a suitable
opportunity to use the out of spotlight tools to weave that
element into the developing story.
Note that Element ownership does not prevent other players
from narrating or introducing that element to the story. Allplayers have free rein to introduce and narrate any elements.
Players only own elements to ensure that:
Every significant story element has at least one playeractively looking to introduce it
The element is internally consistent.
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Owner vetoTo provide that consistency, an element owner can veto any
narration that relates to that element.
This should only be done, however, if the owner believes it
contradicts what's already been established about that element or
the owner's vision of the element.
For example, the Agent player owns the element Technology. If a
player narrated in that a character had a satellite phone, the Agentplayer could veto the narration even if the exact level of
technology hadnt yet been established because it contradicts
their vision of the steampunk setting.
Note that a veto is different from saying Do it differently! A veto
isnt used to reflect personal taste in narration and plot; its meant
to ensure that the integrity of the setting is intact. The veto shouldbe exercised only for the means of benefitting the story as a whole.
Its okay to discuss the veto with the other players; however, the
final decision rests with the element owner. Once that decision's
been made, all players should go on with the game. If another
player really wants a story element interpreted in a particular way
then, the next time you play, they should take the respectivecharacter who owns that element.
In rare instances elements may overlap (if the party is confronted
with a techno-alchemical Tsarist beast-monster). If there is a
dispute over vetoes and it is truly not clear which is the dominant
element, then the Adversary player makes the final decision.
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Progressing your CharacterOn the reverse of each character sheet there is a column entitled
Character Progression.
Each section in the Progression column gives the player a prompt
(i.e. when they should think about it) and then a choice of options
from which the player can select. For example, with the Prompt
Before you reach Anarktica this means that, at some point
before the Hero reaches the shore of Anarktica, the player should
make their selections from the options given.
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PLAYING AS THEADVERSARY
Playing as the Adversary is a unique challenge within the game.
The Adversary player is not a GM and doesnt control a Hero and
so has few responsibilities in the early sections of the game. And
yet the ultimate success or failure of the game rests on the
Adversary player to provide a fitting and satisfying ending to the
story developed by the group.
The primary goal of the Adversary player is to provide the climax
to the Heroes stories. To help you make the climax as satisfying
for the group as possible you know the Heroes secrets, you own
several elements of the setting and you will control the spotlight
for the final scenes.
If you already have a clear idea for the Adversary, then go for it!There are no restrictions in the section below, just guidance.
Starting outIf this feels like too great a responsibility or you cant think of any
ideas right from the beginning, dont worry. You are part of agroup who are developing the story together and some of the most
effective inspiration will come from the other players.
Listen carefully to the Hero players as they read out their
characters and make a note of aspects their characters that interest
you or which appear to interest them. If youre playing a closed
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game (where the Terrible Secrets are hidden) then the other
players will show you their chosen Terrible Secret. These should
be gems of inspiration to help you build the Final Confrontation.
If you dont yet have an idea of what the Adversary should be like,
then start out small. Your first involvement in the game is as you
describe how the Imperial and Tsarist expeditions are destroyed.
Decide on a means by which this could happen (for example, the
expeditions could be destroyed by a direct attack from the
Adversarys forces, by a monster from the deep, by a storm or
other elemental forces, by treachery within one or both
expeditions).
Whatever method you pick can be a starting point as to how the
Adversary can be developed further. A direct assault could lead to
an Adversary with powerful armies, a monster could lead to an
Adversary who has mastery over beasts, internal treachery could
lead to an Adversary whose spies have infiltrated the rest of world
or who can possess others, resulting in the Heroes journey being
filled with paranoia and suspicion as they try to determine who
they can and cannot trust.
Developing the AdversaryAs the Heroes reach the coast of Anarktica and begin their
journeys do not feel as though you are responsible for placing the
obstacles in their path. If you do so, the group dynamic may
emerge where the other players look to you to set the challenges
they face in every scene, while they merely narrate the Heroes
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solutions. You will have effectively promoted yourself to GM and
removed any responsibility the others felt to create the story.
It is the entire groups responsibility to create the challenges thateach Hero will face. In the early stages of the journeys, allow the
Hero players to use their narration and aspect ownership to place
obstacles into each others paths. Even if it takes a few quiet
scenes without obvious external conflict, eventually the Hero
players will instinctively create challenges to be overcome. The less
the Adversarys influence is felt in the early scenes, the greater a
sense of mystery will build. Allow the Heroes to begin to explore
the vastness of Anarktica, use your regular player privileges to add
small elements or secondary characters who are benevolent or at
least are not immediately hostile to the Heroes, and most
importantly of all listen.
Listening to the other players, what they focus on, what they create
and what they have their characters do, is a vital means to gain
material for designing a satisfying Final Confrontation to end the
adventure. As you get ideas for interesting plot-threads, add small
pieces of the concept to scenes as hooks and see which ones the
Hero players seize upon. As they demonstrate their interest, you
should grow increasingly confident about adding significant
elements to the ongoing storyline.
At the same time, do pay attention to your aspect ownership.
Should the Heroes encounter any Anarktica natives, they will look
to gather more information about the Adversary. Ensure that
whatever is created does not conflict with your own emerging
ideas. For example, even though the Tsarists and the Tribes are
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owned by other players, you retain an ownership veto over any
concrete information they possess about the Adversary or its
forces. If information is presented as opinion or rumour, then you
can be more flexible as the truth as well as the motivations of the
informer can yet be created. Of course, anything that another
player creates about the Adversary that doesnt conflict with your
ideas can serve as great inspiration that you can develop further in
the Final Confrontation.
Designing the Final Confrontation Structure
Structurally, the Final Confrontation should consist of one or a
few preliminary scenes, the climax of the story and perhaps a
follow-on scene before the game heads into individual epilogues.
Moving to the Final Confrontation is an indicator that the group is
looking to bring the story to a head and then wrap it up, so do nottry to do too much. Confronting a group who has already taken
their Heroes across an epic journey with the start of another huge
slog is a sure way for player fatigue to set in.
If your desired Final Confrontation requires a set up over a fair
number of scenes, say the Heroes are required to infiltrate a
labyrinthine city or follow a trail of clues or a acquire certainartefacts, then start to lay the necessary elements out in the
Heroes Journey scenes. Hopefully, this will lead to the ideal
situation where the story naturally segues into the Final
Confrontation as it becomes clear that you are ready to start
setting scenes and bring the story to its conclusion.
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The actual nature of the Final Confrontation is down to you, but it
would normally consist of some supreme challenge the Heroes
would have to face. This challenge can be physical, either direct
combat with the Adversary, its forces, or passing through traps or
barriers that require strength or skill; the challenge could be
mental, incorporating puzzles or riddles and placing the resolution
squarely on the abilities of the players rather than the Heroes they
narrate.
Finally, you could confront the Heroes with a moral or ethical
challenge, threatening to expose their secrets, tempting them with
the satisfaction of their personal ambitions, or turning them
against each other.
ObjectiveYour goal for the Final Confrontation is the same as your goal for
the game of providing a satisfying climax to the Heroes stories.
This can mean different things to different people, but broadly you
should be looking to:
1) Make it cinematic2) Make it personal for the groups particular interpretations
of the Heroes
3) Bring together the disparate elements created into acoherent story
4) Make it interestingDo not confuse player satisfaction with the Heroes success. The
Heroes can fail utterly, barely escaping with their lives or even not,
and the players can be enormously satisfied. Conversely, handing
the Heroes an easy victory will likely leave the players feeling
cheated from a real challenge.
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1) CinematicsThis is the conclusion of the Heros epic journey; its not a time
for adventures to occur in vague, undefined areas. Have a specific
location in mind and describe it in sufficient detail to provide the
group with a clear mental image of what the Heroes can see, hear,
feel and smell and to come up with ideas of how they can interact
with the location themselves. If this were a movie, then this would
definitely be where most of the budget is spent.
2) Making it personalThe group should feel as though this is the climax to theirparticular story, not a cookie-cutter climax that could finish off any
session. Your primary tools to make the Final Confrontation
personal are the Heroes Terrible Secrets. Secrets that have yet to
be revealed can be exposed. Secrets that have been revealed can be
paid off and any conflicts between the Heroes brought to a head.
None of the Heroes should emerge the same character as they
arrived at Anarktica. Do not feel, though, that you must cover
every single Terrible Secret. Building the confrontation around the
most interesting one or two can be more effective than artificially
stretching so as to hit each one.
3) Bringing the story togetherHere you should be focusing on trying to make all the different
stuff thats been created through the different journeys feel asthough it is part of a coherent story. Keep a track of any loose
ends that the Heroes create; pick those you feel most relevant and
build them into the confrontation. Loose ends can include
secondary characters, information the Heroes have gathered, items
they have encountered or skills or other abilities that theyve
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developed. Say, for example, that a Hero has spent several scenes
gradually gaining the trust of a native tribe who captured them and
ultimately was initiated into their ranks. That tribe, or the
consequences of that rite, become all the more significant if they
can be tied into the Final Confrontation.
Loose ends can even be Heroes themselves if they have somehow
fallen during their journeys. The Final Confrontation is an ideal
time to re-introduce any of them who have been captured or
incapacitated in the wastes of Anarktica.
4) Making it interestingA key component for any satisfying gameplay is for it be
interesting. If you intend to confront the Heroes with any
significant decision (for example, requiring them to sacrifice one of
their party to ensure the others safety), then always ask yourself the
question, Is the answer to the decision obvious? If yes, then it
will likely not be very interesting. Ensuring that there are pros andcons to any decision is a good way to help it be interesting. If you
find the Heroes arguing or agonising over a choice they have to
make then its likely youve made it interesting.
The AdversaryThe climax of the story will often include an appearance by the
Adversary itself. There are no restrictions on what the Adversary
can be. It can be hostile, benevolent, native to Anarktica or be
from somewhere else, all-knowing about the world or be as
ignorant beyond its borders as the world is about Anarktica,
natural, supernatural, mortal, immortal, or may not even exist.
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You should only look to ensure that the nature of the Adversary
fits the Final Confrontation youve designed. If its primarily a
physical challenge, then the Adversary should be sufficiently
powerful and yet still able to be defeated. If puzzles or ethics are
involved and the Adversary needs to be able to have dialogue with
the Heroes, then it must be sufficiently protected so that the
Heroes either cannot or do not wish to kill it out of hand. As with
all fantastical adventuring, always be aware that the Heroes may
well choose the most direct, and bloody, resolution to even the
most byzantine puzzle placed before them.
Every Final Confrontation should include the possibility of the
Heroes succeeding in defeating the Adversary in some manner.
However, defeat should not be limited to killing the Adversary off.
The Adversary can be defeated (and the Heroes thereby succeed)
by destroying or removing something or someone it values. It can
defeated by delaying or thwarting its plans for the rest of theworld. The Heroes can even succeed by escaping with some vital
piece of information that will enable the worlds armies a chance
to defeat the Adversary in the future.
Heroes can sometimes be hell-bent on destroying their enemy if
they believe thats the only way they can succeed. If you do want
to introduce different methods of victory then make it clear to the
group. Players can only play the game they know theyre playing. If
you make it clear and they still ignore what you say and carry on,
determined to take-down an immortal, invincible Adversary, then
at least they cant say they werent warned.
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AME ORDER SUMMARY
Setting UpThe players warm up and read out the 3 background sectionsEach player chooses a character and names themEach player reads out their character sheet to the groupThe Adversary player should read to themselves the 'Playing
as the Adversary' section
Each player (including the Adversary), either in secret or inthe open, chooses a Terrible Secret for their character from
those suggested by the other players. The Hero players showthe Adversary their chosen Terrible Secret.
Playing the GameThe Champion leads the first Opening Scene where they are
recruited by the Agent
The Savage leads the second Opening Scene with the AgentThe Mage leads the third Opening Scene with the AgentThe Agent sets up and leads the progress of the expedition
and its encounter with the Tsarists on the coast of Anarktica
The Adversary resolves the encounter and narrates thedestruction of the two expeditions
Starting with the player to the left of the Adversary, theHeroes describe their escape from the doomed expedition and
where they came ashore.At the start of each subsequent scene, the Hero chooses to
have a Journey or Rest scene, chooses a location and
narrates the scene
The other players add Location Events, threats, secondarycharacters and environment.
Final ConfrontationEpilogues
G
Anarktica:
FateofHeroesisafreestorygameandisdistribute
dwithoutpaymenttothe
authorsor
contributors.Ifyouplay
andenjoythisgame,pleas
econsiderdonatingwhat
youfeelit
isworthtotheMinesAdv
isoryGroupatwww.justg
iving.com/anarktica(UK)
orwww.fir
stgiving.com/fundraiser/anarktica/anarktica(US)
TheMines
AdvisoryGroupisaneut
ral,impartialhumanitarian
organisationdedicatedto
clearingtheremnantsofconflictandenablingtherecoveryofaff
ectedpeople.
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Coast & Shipwreck Assignment of blame Aerial attack
Some alchemical act needs to be performed A half-burnt document is discoveredThe Wastes One of the party endangers the rest as a result of an element The Adversary takes control of the weather One of the Heroes encounters someone from their pastThe Iceberg Sea A Hero falls into the depths as a result of an element The Adversary demonstrates their power The Icebergs are home to a race of creaturesThe Crags The party is ambushed by a band of the Adversarys forces Remains of an earlier expedition are found Two characters are gripped by carnal passionThe Glacial Temple The Adversary sends an envoy A Hero has a vision of a route out of the Adversarys realm The Temple livesThe Hidden City Two tribes settle their differences Leadership is challenged A Hero has something of value stolenThe Inhuman Forest The party discovers how the Adversary punishes failure A Hero chooses between mercy and their own self-interest
EX
AMPLELOC
ATIONS&E
VENTS
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t is the year 1899 and the world is in the grip
of the Great Game as Victoria, the Everqueen
of the British Empire, duels with the North
Tsar of Russia for global supremacy.
Despite Tsarist advances in Central Asia, the
British conquests of Afghanistan and Sudan
have given them the upper hand. But now
the Scryers of the Court of St. James foretell
the emergence of the greatest threat to theEmpire since the demon Napoleon a century
before.
A new power is rising from beyond the
realms of the human nations, from theuncharted lands at the base of the world.
The frozen continent of Anarktica.
I